Smaug

(Unit)
Type: model
Category: Hero of Legend
Categories: Hero of Legend
LinkId: b680-b023-5f12-ff45
Hidden: false
Costs: 700 Points

Constraints:

max(roster): 1
max: 1
min: 1
Options (1)
Rules (16)
Immoveable Object [Passive]
Smaug can never be knocked Prone and can never be forced to Move by the effects of enemy Magical Powers or special rules. If Smaug loses a Duel Roll then he will never count as Trapped and does not Back Away - his opponent must Back Away instead.
Unstoppable Momentun [Brutal Power Attack]
Instead of making Strikes, Smaug can instead make a single Strength 9 hit on every enemy model he is Engaged in Combat with.
Breathe Fire [Active]
Smaug can breathe fire as a shooting attack. This is treated as a bow with a range of 18". If the shot hits a model, then the hit model and all models within 2" of them immediately suffer a Strength 10 hit, and any model that suffers a Wound from this shot which is not prevented will immediately be slain and removed as a casualty. Any model hit by this shooting attack and not slain will be Set Ablaze. This is a fire-based attack, so if a model is immune to fire-based attacks, they are immune to this shooting attack.
Missing Scale [Passive]
If a model rolls a natural 6 when making a shooting attack that targets Smaug, and then successfully rolls To Wound with that shooting attack, then Smaug will suffer a number of Wounds equal to the Strength of the Missile Weapon that made the shooting attack.
Desolator of the North
Smaug gains a free Will Point at the start of each turn. If this free Will Point is not spent by the end of the turn, it is lost.
Colossal Frame [Passive]
Enemy models may still target Smaug with shooting attacks even if he is Engaged in Combat. If they do, they do not need to take In The Way Tests for friendly models Smaug is Engaged in Combat with.
"I am fire, I am death" [Passive]
Smaug is immune to any fire-based attacks.
Ancient Enemies (X) [Active]
A model with this special rule must re-roll To Wound Rolls of a natural 1 when making Strikes against a model with the keywords listed in brackets in that model's profile. So, a model with the Ancient Enemies (Elf) special rule would re-roll To Wound Rolls of a natural 1 against Elf models.
Harbinger of Evil (X) [Passive]
An enemy model within the range shown in the brackets in this model's profile suffers a -1 penalty to any Courage Tests it is required to make. This is not cumulative with other special rules that also provide a similar effect. A model with this special rule is unaffected by the Harbinger of Evil special rule of enemy models.
Dominant (X) [Passive]
This model counts as the number of models as shown in brackets when working out how many models are in range of an objective, in a specific area of the board, or when working out how many models have escaped the battlefield. So, a model with Dominant (3) would count as three models in range of an objective, or in a specific area of the board, or three models when working out how many models have escaped the battlefield. If a model would gain this special rule whilst in range of another model or specific area of the board, and then Moves off the board, they will not gain the benefit of this special rule once off the board.

If a model has two sources of the Dominant (X) special rule, then they use the highest value.
Fearless [Passive]
A model with this special rule automatically passes any Courage Test it is required to take.
Fly [Active]
A model with this special rule ignore intervening models and terrain when it Moves - flying over building, woods and so on, and ignoring the vertical distance as they Move. A model that Moves in this way cannot end its Move overlapping another model, within a piece of woodland terrain, or upon any surface in which it cannot balance safely (flat rock and hills are fine, but don't try perching a model upon a sloped roof for example). Addionally, a model that Moves in this way cannot finish its Move atop a piece of terrain which it is impossible for the enemy to reach, such as at the top of a sheer rock face with no way up, or straddling one or more pieces of terrain that would allow other models to Move underneath.

If a model wishes to do something part way through its Move whilst Flying (such as Cast a Magical Power), then it must land in order to do so. When a model lands, there cannot be any models underneath it, and if it lands in an enemy model's Control Zone then it must Charge that enemy model.

A model with this special rule can choose not to Fly, and in which case will treat its Move Value as 4" rather than that listed in its profile (usually 12"). If it does, then it gains none of the benefits of the Fly special rule, though it may enter a piece of woodland terrain; however, if it enters a piece of woodland terrain, it cannot elect to Fly again until it has completely left the woods.

A model that chooses to Fly will ignore enemy Control Zones as it Moves. A model that wishes to Charge when it is flying can Charge any model whose Control Zone it finishes its Move in. If a Flying model wishes to Charge a model that is already Engaged in Combat (or has otherwise lost their Control Zone) then it can only do so if it can land in a position where it is not within the Control Zones of other enemy models.
Large Target [Passive]
When a model makes a Shooting Attack that targets a model with this special rule, when they are determining models that are In The Way, they ignore models (both friendly and enemy) that do not have any of the following keywords: Monster, Siege Engine, War Beast. If the target model is Engaged in Combat, then the In The Way Test for Shooting into Combat is still applied regardless of the model the target model is Engaged in Combat with.
Monstrous Charge [Active]
If a model with this special rule Charges into Combat, then it will increase its Attacks characteristic by 1 during the ensuing Fight Phase.

Additionally, if this model Charges and subseuently wins the Duel Roll, then all enemy models involved in the Combat with a Strength characteristic lower than this model, will be immediately knocked Prone before this model makes Strike. Cavalry models will automatically count as suffering the Knocked Flying result on the Thrown Rider Chart.
Terror [Passive]
If a model wishes to Charge a model with this special rule, then it must take a Courage Test at the start of its Move. If the test is passed, the model may Charge as normal. If the test is failed, the model cannot Move that turn, but may otherwise act normally.

Sometimes a situation may open up the chance for a model to Charge a model with Terror part way through their Move, such as moving a different model with magic or killing something in the way with a throwing weapon. In such instances, the model only needs to take the Courage Test at the point in which the Terror causing model becomes possible to Charge. If a model making a Jump, Climb or Leap Test finishes within the Control Zone of an enemy with Terror and would normally be able to Charge, they will take their Courage Test after they have made their Jump, Climb or Leap Test.

Sometimes, a model may only cause Terro in certain enemies. In these instances, a keyword will follow Terror in brackets, and only models with that keyword will need to take a Courage Test to Charge the model. So, a model with Terror (Orc) will only cause Terror in Orc models.
Resistant to Magic [Passive]
Every time this model is targeted by a Magical Power, they gain an additional free dice when making a Resist Test, even if they have no Will Points remaining or decide not to use any Will Points. This is cumulative with other rules that confer a similar effect.

Profiles:

Wargear Rules
Razor-sharp Teeth and Massive Talons (Hand Weapons)
Hero Move ValueFight ValueShoot ValueStrengthDefenceAttacksWoundsCourageIntelligenceMightWillFateRaceFactionBase SizeHeroic ActionsHeroic Tier
Smaug

12"

9

2+

9

9

4

20

4+

4+

3

6

0

Dragon

Erebor

231x133mm oval

Challenge

Hero of Legend

Hero, Infantry, Monster, Unique

Magical Power DurationRangeCasting
Compel

Instant

This Magical Power targets one enemy model in range. The caster may Move the target up to Half its Move Value, even if the target has already Moved this turn. They cannot Move the target out of Combat, make them take a Jump, Climb, Leap or Swim Test, lie them down or make them dismount. They can, however, make them Move into Difficult Terrain or Charge an enemy model (if able), in which case no Courage Test would be required to Charge an enemy with the Terror special rule. They can also make the target drop an Object they are carrying as part of a Scenario (but not Wargear) or put on the One Ring if they carry it. Once the target hhas been Moved, it cannot Move any further that turn for any reason but may otherwise act normally. If the model affected by this Magical Power would normally have to Charge as part of their Move, they are not forced to when under the influence of this Magical Power.

Foil Magic

Instant

This Magical Power targets one enemy model within range. The caster may choose one Magical Power Cast by the target with the Exhaustion duration that is currently in play. That Magical Power immediately ends.

Transfix

Temporary

This Magical Power targets one enemy model within range. Until the End Phase of the turn, the target cannot Activate, declare Heroic Actions, use Active Abilities, or make Shooting Attacks. If the target wins a Duel Roll, they may not make Strikes. If the target has a piece of wargear that has an Active ability, they still have that piece of wargear but cannot use the ability tied to it.

Used By (1)